Last pre-season saw a ground-up rebuild of masteries with the goal of making mastery choices more about individual playstyle than numerical buffs. Though we’ve had a few balance challenges over the season, the basic premise has held up over time. We’re filling in the remaining holes in each tree with an eye toward further sharpening this ‘playstyle-first’ vision, and addressing two of the ‘problem children’ remaining in the system.
Side-note: we recently shipped an article sharing most of the information in this section, so if you get deja-vu, you’re not crazy (or psychic).
Re-added Perseverance
EFFECT : 50% health regen, increased to 200% health regen when below 25% health
Bond of Stone gives less damage reduction. Thunderlord's cooldown lowered.
Bond of Stone's purpose is to reward defenders for sticking with their buddies, but was giving too much damage reduction solo to just make it the default choice for people who wanted to take less damage in all situations. As for Thunderlords, it was on too high of a cooldown to really facilitate the 'in-and-out' burst pattern it's meant for, especially when compared to Deathfire Touch's efficiency as a damage multiplier.
Perseverance
BUGFIX : Fixed a bug where the tooltip said the 200% regeneration kicked in at 20% health when it was 25%
v5.22 We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.
Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.
Perseverance
WHEN THE GOING GETS TOUGH : 50% health regen, increased to 200% health regen when below 20% health